How to make material like shadow catcher, but for reflection(not shadow)?
[This is more of a hack.]

Duplicate your Glossy floor plane and assign it an invisible Refraction BSDF. Scale it to wards the Camera as little as possible.



After doing this, all rays bouncing of the Glossy floor plane will pass through the Refraction plane and have the Is Transmission Ray set. They will also be at a ray depth of 4 after leaving the transmissive plane. If it hits the world output at this point, we want it to be black. If there are more bounces, it isn't the direct ray from camera-transmission-reflection-transmission-world and shouldn't be black.

With nodes, combine the Ray Depth &lt;= 4, Transmission Ray and Camera Ray parameters.



The result will also work if other emissive objects are added to the scene.